When encountered in his lair, Cornell has a challenge rating of 19 (22,000 XP). *Image Source: [Castlevania Fandom Wiki](https://castlevania.fandom.com/wiki/File:Lycanthrope_Dark_Lord.png)* #### Regional Effects Text goes here: * Lycanthropes of all types become increasingly common in the area. Eventually, they will begin to actively infect the local population with lycanthropy. * Wandering undead with an Intelligence score of 6 or less that travel within 5 miles of the lair are compelled to remain in the area. * Thick gray clouds plague the sky overhead within 20 miles of the lair. Even summer days are completely overcast at best. Flowers and other plants that require bright sunlight eventually wither and die. If Cornell dies, these effects fade over the course of 1d10 days. \pagebreak ___ ___ > ## Cornell, Transformed >*Huge fiend, neutral evil* >___ >**Armor Class** 15 (natural armor) >**Hit Points** 207 (18d12 + 90) >**Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|24 (+7)|19 (+4)|20 (+5)|7 (-2)|17 (+3)|16 (+3)| >___ >**Saving Throws** Dex +10, Con +11, Wis +9, Cha +9 >**Skills** Athletics +13, Insight +9, Intimidation +9, Perception +9, Survival +9 >**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered >**Damage Immunities** poison >**Condition Immunities** charmed, frightened, poisoned >**Senses** darkvision 120 ft., passive Perception 19 >**Languages** Common; understands Abyssal and Infernal but can't speak them >**Challenge** 17 (18,000 XP) >___ > >***Rage (2/Day).*** In battle, Cornell can enter a rage as a bonus action. While raging, he gains the following benefits: > >* Cornell has advantage on Strength checks and Strength saving throws. >* When Cornell makes a melee weapon attack using Strength, he gains a +4 bonus to the damage roll. >* He has resistance to all damage that isn't psychic or from silvered weapons. > >Cornell can’t cast spells or concentrate on them while raging. His rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a bonus action. > >***Keen Hearing and Smell.*** Cornell has advantage on Wisdom (Perception) checks that rely on hearing or smell. > >***Legendary Resistance (3/Day).*** If Cornell fails a saving throw, he can choose to succeed instead. > >***Pounce.*** If Cornell leaps at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. > >***Shadow Weapons.*** Cornell's weapon attacks are magical. > >***Standing Leap.*** Cornell's long jump is up to 40 feet, and his high jump is up to 20 feet, with or without a running start. > >### Actions > >***Multiattack.*** Cornell makes three attacks: one with his bite, and two with his claws. Alternatively, he makes one attack with his claws, and one rock attack. > >***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10 + 7) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy. > >***Claws.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 17 (3d6 + 7) bludgeoning damage. > >***Rock.*** *Ranged Weapon Attack:* +13 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage, plus 9 (2d8) force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn. A flying creature stunned by this effect has its fly speed reduced to 0. Immediately after the attack, Tenderizer returns to Cornell's hand. > >***Deafening Roar (Recharge 5–6).*** Cornell looses a earth-shaking roar, forcing each creature in a 30-foot cone to make a DC 18 Constitution saving throw. On a failed save, a creature takes 35 (10d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much thunder damage and is not deafened. A deafened creature can repeat its save at the end of each of its turns, ending the condition on a success. > >### Legendary Actions > >Cornell can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cornell regains spent legendary actions at the start of his turn. > >**Leap.** Cornell jumps up to 30 feet. Opportunity attacks made during this movement have disadvantage. >**Quick Swipe.** Cornell makes an attack with his claws. >**Quake Slam (Costs 2 Actions).** Cornell slams the ground, causing it to quake violently in a 30-foot radius. Each other creature on the ground in this area must make a DC 17 Dexterity saving throw, taking 16 (3d10) bludgeoning damage and being knocked prone on failed save, or taking half as much damage and not falling prone on a successful one. \pagebreak ### Strange Cloak *Suggested by @SherlockHole, based on [Doctor Strange's Cloak of Levitation](https://marvelcinematicuniverse.fandom.com/wiki/Cloak_of_Levitation) from the Marvel Universe.* There is a magical cloak which was crafted unknown generations ago by a secretive order of wizard-monks. The cloak is said to grant amazing powers, but only to one who it chooses—an occurrence which hasn't come to pass in a very long time. So long has the cloak gone disused, that the order has all but disappeared, and those who know of its history at all have only heard so through whispered legends and fables. So long in fact, that its name has been forgotten, and it is now referred to simply as, "The Strange Cloak." No one knows for certain how the cloak chooses its owner, or if it even still has power. This does not deter any who know its true nature from striving to win its favor. #### Strange Cloak *Wondrous item, artifact (requires attunement by a humanoid chosen by the cloak)*
This luxurious velvet cloak is bright crimson in color with an ornate gold trim of mystical and arcane symbols and glyphs embroidered in gilded thread. The wing-shaped clasps on the collar hold the cloak in place by magic, affixing themselves to the wearer despite no visible means of fastening. When you wear this cloak, you have a fly speed of 40 feet. You can use this fly speed for up to 8 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. ***Awakened.*** The cloak possesses a shade of sentience, and upon attunement it becomes your ally, its personality and alignment changing to match your own. While not on your person, the cloak is considered a Medium construct with the game statistics listed below. In this case, you can give the cloak verbal commands on each of your turns (no action), which it obeys to the best of its ability. In the absence of a command, it attempts to return to your side, defending itself if it is there already. The cloak always knows the direction and distance to you as long as you and it are on the same plane of existence. The cloak regains all of its hit points each day at dawn. It can't be healed by any magic that has no effect on constructs, and it can't eat food or imbibe potions. If the cloak is reduced to 0 hit points, it falls unconscious, losing all magical properties as it becomes an inanimate magical cloak. It can't regain hit points by any means for 24 hours, at which point it regains a single hit point. ***Attack Deflection.*** After the end of each of your turns, the first time you are hit by a weapon attack where the attack roll does not exceed your AC by more than 2, the cloak attempts to block or deflect the blow. When it does so, the damage taken from the attack is reduced by 1d10 + 10. ***Billowing.*** At your mental command (no action), the cloak begins to billow dramatically in a phantom wind, or ceases to do so. ***Extra Limb.*** The cloak acts as an extra limb while you wear it, responding instinctively to your thoughts. You can perform an additional object interaction per turn before needing to spend your action to do so. This limb can't be used to wield equipment or make attacks. ***Shapeshifting Garment.*** As an action, you can command the cloak to polymorph itself into a nonmagical version of any garment or outfit you have seen before. This transformation lasts until you use another of the cloak's properties, command it to assume a different form, or use a bonus action to command it to return to its normal form. ***Spell Protection.*** While wearing the cloak, if you take damage from a spell cast by a source you can see or hear and you are not surprised, you can use your reaction to shield yourself with the cloak, granting yourself resistance to the damage dealt by that casting of the spell until the end of your next turn. You can use this property twice. You regain 1 spent use after each hour that passes since you used it last. ___ > ## Strange Cloak >*Medium construct, varies* >___ >**Armor Class** 14 >**Hit Points** 72 (16d8) >**Speed** 0 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|18 (+4)|18 (+4)|10 (+0)|5 (-3)|6 (-2)|6 (-2)| >___ >**Saving Throws** Dex +7, Con +3, Cha +1 >**Skills** Acrobatics +7, Stealth +7 >**Damage Resistances** cold, fire, force, lightning >**Damage Immunities** poison, psychic >**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned >**Senses** blindsight 120 ft. (blind beyond this radius), passive Perception 8 >**Languages** understands the languages of the creature to which it is attuned, but can't speak >**Challenge** 8 (3,900 XP) >___ > >***Antimagic Susceptibility.*** The cloak is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the cloak must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. > >***Damage Transfer.*** While it is grappling a creature, the cloak takes only half the damage dealt to it, and the creature grappled by the cloak takes the other half. > >***False Appearance.*** While the cloak remains motionless, it is indistinguishable from a normal cloak. > >***Magic Resistance.*** The cloak has advantage on saving throws against spells and other magical effects. > >### Actions > >***Smother.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 16). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the cloak can't smother another target. In addition, at the start of each of the target's turns, the target takes 7 (1d6 + 4) bludgeoning damage. \pagebreak ### Fey Hunter *Suggested by @whistlehunter and based on [this artwork](https://www.artstation.com/artwork/qyv5e) from ArtStation artist [romanimp](https://www.artstation.com/romanimp).* A most-feared band of race traitors, Fey Hunters are called so because they are not only fey who are hunters, but also hunters of fey. Fey hunters are outcasts among their people—for obvious reasons—but this solitude provides them with ample time to spar and hone their deadly skills. While they most often hunt alone, it's not unheard of for them to hunt in small groups of two to four, though they never allow non-fey into their cliques. These efficient, effective killers move with stealth, and attack with both speed and strength, their brutal attacks unrelenting until their quarry falls. It's unclear what type of clients provide fey hunters with their targets, but whoever it may be, it almost certainly costs them dearly.